texture to the faces of an array modified object

this must have been asked before…

i have modelled a curved ceiling lined with timber slats, using an array and then a curve modifier. i applied a wood texture to the downward faces of the slats.

if the mods are applied, no problem, the texture looks good. but without applying the modifiers, i have not been able to successfully map the texture to the downward faces. i don’t know why this difference is even there, before and after applying the mods??

would appreciate any input on this


ceiling.blend (891 KB)

any ideas anyone?

Sigh. I too was hoping someone would answer.
Looks like you are right. The only solution seems o be to copy the base objects to another (turned off) layer, and apply the modifier.

agreed…I am sure there must be a solution somewhere

anyway, it may all be different in 2.5 :slight_smile:

ok sorry english is not myf rist language

can you re explain in other words what the problem is here

i tested your file and seems to work fine ?

are you saying that ounce you applied the mods you ahe a problem with the UV mapping ?

happy blendering

no, the problem is before the mods are applied. and i am not using uv mapping because the texture is applied to one plane only.

if you render with layer 16 (mods not applied) you get the second result above…no wood grain)
if you render with layer 15 (mods applied) you can see the wood grain.

let see if i understand this ok

1 - layer 14

layer 14 has a UV mapping i can see it in F9 and also in UV editor
but all faces are above each other all over the pic

so it gets the same UV map for each face

but you don’t seem to use this layer in your render !

don’t know why you keep this there it’s useless to the render !

2 - layer 15
this represent an array of planks
qty =195
but in F9 there is a UV mapping here
and you can see it also in UV editor

seems that the whole UV map with several plansj is applied to each plank
so may be that’s the problem here ?

3 - layer 16
is some sort of white overlay but not certain
may be some sort of fixtures ?

so there is some sort of interference i guess
but i still have to study it more and find why iot’s not doingit
probably because of 2 UV map being applied to same faces at same time!
plus wood texture

but nornally UV overide proc texture!

i’ll test some more and come back

meanwhile tell me what i needed
like 2 UV mapping + wood texture proc ?

happy blendering

so you may be right the UV is not being use in map in panel

now i did a test here
using like you did a thin plank long

see pic

the second pic is with larger plank

your image texture is being shrunk too thin
and you don’t see the details anymore ?

thanks for taking the time ricky!

those two uv textures are not used - they can be deleted - but it makes no difference. the only texture is the wood image.

this is the ceiling of an auditorium about 40m x40m. the white overlay is the lights - i made them as light-emitting panels

my layer numbers are different from yours - i have 15, 16, 17

try this:

render with layers 1 16 20 on (no wood texture)

then F9 apply array modifier - render again (wood texture)

we posted at the same time!

the second pic is with larger plank

do you mean larger in the length?

ok we have solution

i remodelled the timber slats/planks (it was messy) and uv unwrapped (cube projection)

then scaled the image and…voila

it renders perfectly without applying the mods

thanks ricky, your question about the uv map got me thinking!


ceiling.blend (616 KB)

Uhmm…I don’t think so. Although definitely lot better than before – If you zoom, out you’ll see it’s the same texture repeated. Could some “noise” be applied in the compositor? (I’ll really have to learn this)
Edit: I tried changing the Map Input settings thus: Glob/Tube/_x_y_z. And Size x/y/z to 20. Which seems to give better results. ( I hope :wink: )
Or, maybe, it could be overlaid on top of the other texture.

now with mapping

you have to be carefull to the ratio of X / Y

cause in map input the scale is one
but it may scale on one axis the pic if mecessary to fill the face

so this is a ilittle confusing at first

the way to change the scale is to change it in map input panel

also the size of the texture is also determine with the disance form the camera

i men it the camera is far from the wood it becomes more difficult to see small details of the real wood texture - unless you change the scale to make it very large
but this may not be natural

also why do you need to apply a bevel on theses planks
i mean the camera will never see it unless taking a very close shot

also you seems to set a different texture for the side grain
that will never be seen unless from very close on the isde!

so you could simplify i think your design
but it 's up to you

Hope it helps

i think the solution is ok for now. playing around with the scaling of the texture does help. also this texture is not really suitable for these planks…i will find a better one.

ricky , you may be right…the bevel may not be necessary. the different texture on the sides is to make the gaps appear dark. that will depend on the lighting set up

thanks for your help!

If you’re working a lot with wood textures, you’ll probably be interested in the free Wood Workshop program (www.spiralgraphics.biz). From the Genetica guys.

thanks. that looks really cool will give it a try. wood textures can be hard to get right